Singularity Global Web Conference Site Revealed

After a lot of work Aral Balkan has finally revealed the Site for the first global web based conference Singularity 2008 that will take place this October the days 23-24.
For those of you who don’t know what Singularity is, this is a conference that you can attend right at your desktop no plane, no hotels right at your home, but who is better to explain this that the man who came up with this great idea check the Building Conference 2.0 article of Aral at insideRIA.
The line of speakers for this conference it’s just great covering the whole spectrum of the Web industry from designers to developers to industry voices and as I say earlier there’s no excuse to not get in, Singularity is right in your desktop You Are Singularity.

You still here? what are you waiting for go get your ticket at Singularity08.com if you get yours before the end of April the price is just $99 USD (inc. VAT) so hurry up and get yours.
By the wait you can log to get your Singularity ticket using your Google Account could it be more simple ?

As a final word to Aral ” Congrats Man you’ve done it again”.

Next Version of Flex code named Gumbo Info Available

Flex

Gumbo is the code name of the next version of Adobe Flex and new information about it has been made available on the Gumbo Page of the Flex Open Source site.

Some of the highlights on the next version of Flex include the following:

Themes of the Release

Design in mind
A framework for continuous and easier collaboration between designer and developer.
Developer Productivity
Improve compiler perfomance and add productivity enhancements.
Framework evolution.
Take advantage of the new Flash Player capabilities and add features required by common use-cases.

Ely Greenfield gives us a demo on designer and developer workflow.

And Matt Chotin provides a recorded preso outlining the plans for the next version of the Flex SDK (Gumbo).

Some of the things that Matt says on his preso are quite promising a new namespace added (MXML 2009) to the MXML language to support more toolability and make it easier to describe experience-oriented features such as states and transitions.
A new format that promotes the features available in the Flash Player and is usable by tools to describe various graphic assets, including skins (FXG) this format is already in use by the Fireworks CS4 Beta.
Component and skinning architecture for easy tool participation.
Improved existing experience-oriented features such as states, effects, and layout.
A final release it’s aimed to the second half of 2009.
Bidirectional layouts (mirroring) and text support.
New Video component.

And he also mentions that a new initiative is forming to build a ground-up lightweight/scalable framework for developing at other devices such as mobile phones but it’s a long term aimed to be released at the first half of 2010.

Here’s the link to Mike’s preso

Here’s a link to Gumbo’s White Paper: An Introduction to the Gumbo Component Architecture

Keep an eye on Gumbo’s Downloads page on Adobe’s Open Source site for releases of Gumbos Milestones.

Adobe opens the SWF and FLV formats

Adobe has just dropped the licensing restrictions on the SWF and FLV formats as part of the open screen project .

Here’s an excerpt of the text in the Open Screen Project’s site.
The Open Screen Project is dedicated to driving consistent rich Internet experiences across televisions, personal computers, mobile devices, and consumer electronics. The Open Screen Project is supported by technology leaders, including Adobe, ARM, Chunghwa Telecom, Cisco, Intel, LG Electronics Inc., Marvell, Motorola, Nokia, NTT DoCoMo, Qualcomm, Samsung Electronics Co., Sony Ericsson, Toshiba and Verizon Wireless, and leading content providers, including BBC, MTV Networks, and NBC Universal, who want to deliver rich Web and video experiences, live and on-demand across a variety of devices.
Specifically, this work will include:

* Removing restrictions on use of the SWF and FLV/F4V specifications
* Publishing the device porting layer APIs for Adobe Flash Player
* Publishing the Adobe Flash® Cast™ protocol and the AMF protocol for robust data services
* Removing licensing fees – making next major releases of Adobe Flash Player and Adobe AIR for devices free.

What does this means for us developers ? It means that now you can use this formats to create players that read in this formats… exiting huhh !!!!.
More info and a video of Kevin Lynch Adobe CTO explaining more deeply what this means for the developer community visit the Developer section of the Open Screen Project on Adobe’s site.

Flint Actionscript 3 Particle System Example

.swfgeek Logo Particles

Richard Lord has recently released the Version 0.9.4 of Flint.

I made this example
using Flint particle system is an Actionscript 3.0 Open Source project with the aim of create a library that handles the common functionality for all particle systems. To see it work just click anywhere on stage and it will make a nice Firework out of my “Logo”

I just tried it myself and i must say it’s super easy to use and to extend. You can find Flint source on the google code page of Flint with working examples in the downloads section there’s also some very good examples and tutorials on Flint Particle System Site and you can keep track of Richard on his blog.

The latest version comes packed with all kind of particles goodies like:

* Access all properties in Actions, Initializers, Counters and Activities so they can be modified while the emitter is running.
* AlphaInit initializer sets the initial alpha value for all particles
* ImageClasses and SharedImages initializers set the particle image to one selected from a group, with weighting to adjust the selection
* MouseExplosion action pushes particles away from the mouse
* MouseGravity action pulls particles towards the mouse
* TurnAwayFromMouse action causes particles to turn away from the mouse
* GreyscaleZone uses a greyscale image to define a zone, with weighting based on the luminence of each pixel
* Pulse counter emits particles in regular bursts
* PerformanceAdjusted counter adjusts the rate of particle emission if the frame-rate drops
* TwoWay energyEasing functions have an energy peak half-way through the particle’s lifetime

Heres the link to my example using Flint, and Flex 3 as much as I would love to add the code right below my post the IG Syntax HighLighter seems to not be getting very well with the latest update of wordpress so to get the code just right click on my example and it will take you there.

Update you can now view the code right here:

?View Code ACTIONSCRIPT3
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package {
 
    import flash.display.Bitmap;
    import flash.display.Sprite;
    import flash.events.MouseEvent;
    import flash.filters.BlurFilter;
    import flash.filters.ColorMatrixFilter;
    import flash.geom.Point;
 
    import org.flintparticles.actions.*;
    import org.flintparticles.counters.*;
    import org.flintparticles.emitters.*;
    import org.flintparticles.energyEasing.Quadratic;
    import org.flintparticles.events.FlintEvent;
    import org.flintparticles.initializers.*;
    import org.flintparticles.zones.*;
 
    [SWF( frameRate='61', backgroundColor='#000000')]
 
    public class LogoFireworks extends Sprite
    {
        [Embed(source="assets/sgw.png")]
 
        public var Logo:Class;
        public var bitmap:Bitmap = new Logo();
        public var ev:FlintEvent;
        private var emitter:PixelEmitter = new PixelEmitter();
 
        public function LogoFireworks()
        {
            ViewSource.addMenuItem(this, "srcview/index.html");
            stage.scaleMode = "noScale";
            stage.align ="TL";
            init();
        }
 
        public function init():void
        {
            stage.addEventListener(MouseEvent.MOUSE_DOWN,startFlint);
            stage.addEventListener(MouseEvent.MOUSE_UP,stopFlint)
        }
        public function prepareToFlint(event:MouseEvent):void
         {
          stage.addEventListener(MouseEvent.MOUSE_DOWN,startFlint);
          stage.addEventListener(MouseEvent.MOUSE_UP,stopFlint)
 
         }
 
        public function startFlint(Event:MouseEvent):void
        {
            emitter.addFilter( new BlurFilter( 2, 2, 1 ) );
            emitter.addFilter( new ColorMatrixFilter( [ 1,0,0,0,0,
                                                        0,1,0,0,0,
                                                        0,0,1,0,0,
                                                        0,0,0,0.96,0 ] ) );
            emitter.setCounter( new Blast( 1500 ) );
            emitter.addInitializer( new ColorInit(Math.random()* 0xFFFF3300,Math.random()* 0xFFFFFF00 ) );
            emitter.addInitializer( new Lifetime( 7) );
            emitter.addInitializer( new Position( new DiscZone( new Point( 0, 0 ), 10 ) ) );
            emitter.addInitializer( new Velocity( new BitmapDataZone( bitmap.bitmapData,-211, -550 ) ) );
            emitter.addAction( new Age( Quadratic.easeIn ) );
            emitter.addAction( new Fade( 1.0, 0 ) );
            emitter.addAction( new Move() );
            emitter.addAction( new LinearDrag( 0.5 ) );
            emitter.addAction( new Accelerate( 0, 70 ) );
            addChild( emitter );
            emitter.x = stage.stageWidth/2;
            emitter.y = stage.stageHeight -(5);
            emitter.start( );
            emitter.addEventListener( FlintEvent.EMITTER_EMPTY, restart);
        }
 
        public function stopFlint(Event:MouseEvent):void
        {
            stage.removeEventListener(MouseEvent.MOUSE_DOWN,startFlint)
        }
 
        public function restart( ev:FlintEvent ):void
        {
            mouseEn();
        }
 
        public function mouseEn():void
        {
            stage.addEventListener(MouseEvent.MOUSE_DOWN,startFlint);
        }
    }
}

Papervision3D 2.0 Pixel Effects

Here’s a little try on the new Papervision3D Branch Effects based on the tutorial/example of Andy Zupko, the new pixel effects added to the branch look great, this was made using Flex 3 Beta 3.

3D Cube Pixel

Check it here.
Download Source here

Papervision 3D 2.0 GreatWhite Alpha online

Papervision3D 2.0

Yes that’s right I said Papervision 3D 2.0 it’s an alpha codenamed GreatWhite and as Ralph Hauwert says in his blog it’s not fully optimized just yet but it’s alredy on de svn on Papervision3D googlecode project.

Here’s some of it’s new features:

Viewport3D – Auto sizing, clipping and culling, enables you to render to a texture in the scene.
ASCollada
ShadeMaterials – Only shaded surfaces
Shaders – Shading + Texturing
Frustrum Culling + Frustrum Camera
New Rendering architecture
Swappable renderer architecture

This is really exiting and I see the same and more success that it’s first release.
be sure to check the Google code project for download, Ralph Hauwert’s post on this and Papervision 3D blog for more info

AS3 Bulk Loader Library by Arthur Debert

This morning reading my feeds I found a great Library for AS3 posted by Zeh, the Bulk Loader kit nicely written by Authur Debert it’s meant to make complex loading easy freeing you from the Loading and letting you concentrate on other parts of your project.
The project is released under the MIT Licence
Ryan Christensen posted an example of how to use it at his blog [draw.logic]

Google Code

Be sure to check the project at google code

Here’s a little summary of what it does as found on the Project :

* Connection pooling.
* Unified interface for different loading types.
* Unified progress notification.
* Events for individual items and as groups.
* Priority
* Stop and resuming individually as well as in bulk.
* Cache managing.
* Statistics about loading (latency, speed, average speed).
* Multiple kinds on progress indication: ratio (items loaded / items to load), bytes , and weighted percentage.
* Multiple number of retries.
* Configurable logging.

Design goals:

* Minimal imports.
* Few method to learn.
* Dynamic nature: items can be added by specifying a url as a String or a URLRequest .
* Items can be assigned an identifier key to be used on retrival.
* Only one class to learn / use.

BulkLoader tries to gracefully handle progress notification in these use cases:

* Few connections to open: bytes total can be used instantly.
* Many connections opened: progress by ratio
* Many connections opened for data of widely varying sizes: progress by weight.

Download the Bulk Loader here
Test it Yourself and Happy Coding !!!

Aral Balkan Releases SWX PHP and SWX ActionScript Library Version 1.0

SWX PHP and SWX ActionScript Library Version 1.0

I’m very happy to announce that Aral Balkan has released the Version 1.0 of SWX PHP and SWX ActionScript Library, The major changes from SWX PHP Release Candidate 1 include a revamped Start Page with new, royalty-free icons, and a friendly new list view for the Services and Flash examples folders, he updated SWX Nabaztag API and there’s a new LOG_ALL configuration option in swx_config.php that determines whether non-error (status, info, profiling) messages are written to the PHP error log.
He also added a SWX PHP Deployment Bundle o make it easier for you to deploy SWX PHP to your server.

Congrats again Aral and thanks for your efforts.

Download the SWX PHP and SWX ActionScript Library Version 1.0 here
And download the Developer Bundle here

SWX Native Data format for your Flash Projects

Well, it seems that Mr. Aral Balkan doesn’t lose a minute, aside of all the OS ( open source ) Flash Proyects of OSFlash, hes been developing a great proyect SWX wish is a native data format for Flash. It uses SWF files to store and exchange data. It also implements an RPC gateway (currently in PHP), tools (a data analyzer/debugger and a service explorer), various APIs (Flickr, Twitter, etc.), and an ActionScript library that make creating data driven Flash and Flash Lite applications a piece of cake.

SWX Beta 1.2

If you download and Install the SWX MAMP(Mac – Apache – MySQL – PHP) Bundle (on OS X) click here to download. It will be up an running in no time ( and it’s really like five minutes ). If you already have a development local server You can download the SWX files in zip format( from here ) and extract them on your localhost’s root folder.

Here’s a very neat tutorial that Aral put up on SWX Format site to help you out with the basic steps in how to get it running:

So don’t waste your time visit SWF Format download the SWX MAMP bundle. And start playing with your data.
Besides isn’t Datum ( The little mascot ) beautiful ? ; )

John Grden Papervision 3D components for Flash CS3

John Grden has released the Papervision 3D components for Flash CS3 John Grden is in my opinion a very important part in the Papervision 3D team since he joined them.

Component Screen

    Here are the main features of the components.
    Design-time render and editing in Flash IDE
    3 Material types supported – BitmapFileMaterial, BitmaAssetMaterial and MovieAssetMaterial
    Creates MovieScene3D and Free or Target camera
    Manages resizing / centering of Papervision3D scene [optional]
    Dynamic masking to constrain the viewable render area to the bounds of the component [optional]
    Full API and access to Scene, Camera, Collada objects to code around
    Automatically loads materials via Collada file [when materials list is not given]
    New Custom Panel for modifying rotation, camera zoom, camera focus, camera Z at design-time


John Posted this tutorial on how to use this components:

For those of you who haven’t been keeping track on Papervision 3D.

Papervision3D

Papervision 3D started as a simple way to transform MovieClips to achieve the 3D illusion. By changing their position, size, rotation and skew you could almost forgive the lack of perspective.But the latest version, fully optimised for Flash 8 Image API, uses triangle tesselation to distort textures. Now we can render complex objects in ?real 3D?!. Here’s the link to their Google Code Project Home and that’s where you get to download the compontents too.